mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-15 00:31:56 +00:00
376 lines
No EOL
12 KiB
C++
376 lines
No EOL
12 KiB
C++
/*
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server/ai/dog_core.qc
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dog things
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Copyright (C) 2021 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void() Dog_Think;
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void() Dog_Death;
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// DOG RUN
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// 0-6
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$frame dogrun1 dogrun2 dogrun3 dogrun4 dogrun5 dogrun6 dogrun7
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void() dog_runanim =[ $dogrun1, dog_runanim2 ] {Dog_Think();Zombie_Walk(25);self.frame = 0;};
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void() dog_runanim2 =[ $dogrun2, dog_runanim3 ] {Dog_Think();Zombie_Walk(15);self.frame = 1;};
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void() dog_runanim3 =[ $dogrun3, dog_runanim4 ] {Dog_Think();Zombie_Walk(15);self.frame = 2;};
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void() dog_runanim4 =[ $dogrun4, dog_runanim5 ] {Dog_Think();Zombie_Walk(15);self.frame = 3;};
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void() dog_runanim5 =[ $dogrun5, dog_runanim6 ] {Dog_Think();Zombie_Walk(15);self.frame = 4;};
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void() dog_runanim6 =[ $dogrun6, dog_runanim7 ] {Dog_Think();Zombie_Walk(15);self.frame = 5;};
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void() dog_runanim7 =[ $dogrun7, dog_runanim ] {Dog_Think();Zombie_Walk(15);self.frame = 6;};
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// DOG WALK
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// 7-18
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$frame dogwalk1 dogwalk2 dogwalk3 dogwalk4 dogwalk5 dogwalk6 dogwalk7 dogwalk8 dogwalk9 dogwalk10 dogwalk11 dogwalk12
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void() dog_walkanim =[ $dogwalk1, dog_walkanim2 ] {Dog_Think();Zombie_Walk(8);self.frame = 7;};
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void() dog_walkanim2 =[ $dogwalk2, dog_walkanim3 ] {Dog_Think();Zombie_Walk(8);self.frame = 8;};
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void() dog_walkanim3 =[ $dogwalk3, dog_walkanim4 ] {Dog_Think();Zombie_Walk(8);self.frame = 9;};
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void() dog_walkanim4 =[ $dogwalk4, dog_walkanim5 ] {Dog_Think();Zombie_Walk(8);self.frame = 10;};
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void() dog_walkanim5 =[ $dogwalk5, dog_walkanim6 ] {Dog_Think();Zombie_Walk(8);self.frame = 11;};
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void() dog_walkanim6 =[ $dogwalk6, dog_walkanim7 ] {Dog_Think();Zombie_Walk(8);self.frame = 12;};
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void() dog_walkanim7 =[ $dogwalk7, dog_walkanim8 ] {Dog_Think();Zombie_Walk(8);self.frame = 13;};
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void() dog_walkanim8 =[ $dogwalk8, dog_walkanim9 ] {Dog_Think();Zombie_Walk(8);self.frame = 14;};
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void() dog_walkanim9 =[ $dogwalk9, dog_walkanim10 ] {Dog_Think();Zombie_Walk(8);self.frame = 15;};
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void() dog_walkanim10 =[ $dogwalk10, dog_walkanim11 ] {Dog_Think();Zombie_Walk(8);self.frame = 16;};
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void() dog_walkanim11 =[ $dogwalk11, dog_walkanim12 ] {Dog_Think();Zombie_Walk(8);self.frame = 17;};
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void() dog_walkanim12 =[ $dogwalk12, dog_walkanim ] {Dog_Think();Zombie_Walk(8);self.frame = 18;};
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// DOG IDLE
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// 19-24
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$frame dogstand1 dogstand2 dogstand3 dogstand4 dogstand5 dogstand6
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void() dog_idleanim =[ $dogstand1, dog_idleanim2 ] {self.frame = 19;};
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void() dog_idleanim2 =[ $dogstand2, dog_idleanim3 ] {self.frame = 20;};
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void() dog_idleanim3 =[ $dogstand3, dog_idleanim4 ] {self.frame = 21;};
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void() dog_idleanim4 =[ $dogstand4, dog_idleanim5 ] {self.frame = 22;};
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void() dog_idleanim5 =[ $dogstand5, dog_idleanim6 ] {self.frame = 23;};
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void() dog_idleanim6 =[ $dogstand6, dog_idleanim ] {self.frame = 24;};
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// DOG MELEE
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// 25-34
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$frame dogmelee1 dogmelee2 dogmelee3 dogmelee4 dogmelee5 dogmelee6 dogmelee7 dogmelee8 dogmelee9 dogmelee10
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void() dog_meleeanim =[ $dogmelee1, dog_meleeanim2 ] {Zombie_Walk(0);self.frame = 25;};
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void() dog_meleeanim2 =[ $dogmelee2, dog_meleeanim3 ] {Zombie_Walk(0);self.frame = 26;};
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void() dog_meleeanim3 =[ $dogmelee3, dog_meleeanim4 ] {Zombie_Walk(0);self.frame = 27;};
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void() dog_meleeanim4 =[ $dogmelee4, dog_meleeanim5 ] {Zombie_Walk(0);self.frame = 28;};
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void() dog_meleeanim5 =[ $dogmelee5, dog_meleeanim6 ] {Zombie_Walk(0);self.frame = 29;};
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void() dog_meleeanim6 =[ $dogmelee6, dog_meleeanim7 ] {Zombie_Walk(0);zombie_attack2();self.frame = 30;};
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void() dog_meleeanim7 =[ $dogmelee7, dog_meleeanim8 ] {Zombie_Walk(0);self.frame = 31;};
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void() dog_meleeanim8 =[ $dogmelee8, dog_meleeanim9 ] {Zombie_Walk(0);self.frame = 32;};
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void() dog_meleeanim9 =[ $dogmelee9, dog_meleeanim10 ] {Zombie_Walk(0);self.frame = 33;};
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void() dog_meleeanim10 =[ $dogmelee10, dog_runanim ] {Zombie_Walk(0);self.frame = 34;};
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// DOG DEATH
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// 35 - 36
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$frame dogdeath1 dogdeath2
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void() dog_deathanim =[ $dogdeath1, dog_deathanim2 ] {self.frame = 35;};
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void() dog_deathanim2 =[ $dogdeath2, SUB_Null ] {self.nextthink = time + 3; self.think = removeZombie; self.frame = 36;};
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// DOG WAFFE DEATH
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// 37-46
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$frame dogwunder1 dogwunder2 dogwunder3 dogwunder4 dogwunder5 dogwunder6 dogwunder7 dogwunder8 dogwunder9 dogwunder10
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void() die_dog_wunder1 =[ $dogwunder1, die_dog_wunder2 ] {Zombie_Walk(0);Zombie_Tesla_Light();self.frame = 37;};
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void() die_dog_wunder2 =[ $dogwunder2, die_dog_wunder3 ] {Zombie_Walk(0);self.frame = 38;};
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void() die_dog_wunder3 =[ $dogwunder3, die_dog_wunder4 ] {Zombie_Walk(0);self.frame = 39;};
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void() die_dog_wunder4 =[ $dogwunder4, die_dog_wunder5 ] {Zombie_Walk(0);self.frame = 40;};
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void() die_dog_wunder5 =[ $dogwunder5, die_dog_wunder6 ] {Zombie_Walk(0);self.frame = 41;};
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void() die_dog_wunder6 =[ $dogwunder6, die_dog_wunder7 ] {Zombie_Walk(0);Zombie_Find_Tesla_Target();self.frame = 42;};
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void() die_dog_wunder7 =[ $dogwunder7, die_dog_wunder8 ] {Zombie_Walk(0);self.frame = 43;};
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void() die_dog_wunder8 =[ $dogwunder8, die_dog_wunder9 ] {Zombie_Walk(0);self.frame = 44;};
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void() die_dog_wunder9 =[ $dogwunder9, die_dog_wunder10 ] {Zombie_Walk(0);self.frame = 45;};
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void() die_dog_wunder10 =[ $dogwunder10, die_dog_wunder10 ] {Zombie_Walk(0);self.frame = 46;self.health = 0; self.th_die();};
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// DOG LIGHTNING SPAWN
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// 1-13
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$frame dls1 dls2 dls3 dls4 dls5 dls6 dls7 dls8 dls9 dls10 dls11 dls12 dls13
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void() dog_lightninganim =[ $dls1, dog_lightninganim2 ] {self.frame = 1;};
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void() dog_lightninganim2 =[ $dls2, dog_lightninganim3 ] {self.frame = 2;};
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void() dog_lightninganim3 =[ $dls3, dog_lightninganim4 ] {self.frame = 3;};
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void() dog_lightninganim4 =[ $dls4, dog_lightninganim5 ] {self.frame = 4;};
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void() dog_lightninganim5 =[ $dls5, dog_lightninganim6 ] {self.frame = 5;};
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void() dog_lightninganim6 =[ $dls6, dog_lightninganim7 ] {self.frame = 6;};
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void() dog_lightninganim7 =[ $dls7, dog_lightninganim8 ] {self.frame = 7;};
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void() dog_lightninganim8 =[ $dls8, dog_lightninganim9 ] {self.frame = 8;};
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void() dog_lightninganim9 =[ $dls9, dog_lightninganim10 ] {self.frame = 9;};
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void() dog_lightninganim10 =[ $dls10, dog_lightninganim11 ] {self.frame = 10;};
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void() dog_lightninganim11 =[ $dls11, dog_lightninganim12 ] {self.frame = 11;};
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void() dog_lightninganim12 =[ $dls12, dog_lightninganim13 ] {self.frame = 12;};
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void() dog_lightninganim13 =[ $dls13, SUB_Null ] {self.frame = 13; remove(self);};
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// DOG EXPLODE SPRITE
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// 1-5
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$frame des1 des2 des3 des4 des5 des6
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void() dog_explodeanim =[ $des1, dog_explodeanim2 ] {self.frame = 1;};
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void() dog_explodeanim2 =[ $des2, dog_explodeanim3 ] {self.frame = 2;};
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void() dog_explodeanim3 =[ $des3, dog_explodeanim4 ] {self.frame = 3;};
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void() dog_explodeanim4 =[ $des4, dog_explodeanim5 ] {self.frame = 4;};
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void() dog_explodeanim5 =[ $des5, dog_explodeanim6 ] {self.frame = 5;};
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void() dog_explodeanim6 =[ $des5, SUB_Null ] {remove(self);};
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void() Dog_Walk_Setup =
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{
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if (self.walktype == 1)
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dog_walkanim();
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else
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dog_runanim();
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};
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// decide our walktype based on player distance
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void() Dog_Think =
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{
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// FIXME - crash
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self.walktype = 2;
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/*
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if(vlen(self.enemy.origin - self.origin) < 300)
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self.walktype = 2;
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else
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self.walktype = 1;*/
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}
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float dogCount;
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void() Dog_Death =
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{
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self.aistatus = "0";
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self.solid = SOLID_NOT;
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self.movetype = MOVETYPE_NONE;
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self.takedamage = DAMAGE_NO;
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sound(self,CHAN_VOICE,"sounds/null.wav",1,ATTN_NORM);
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self.usedent = world;
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self.health = 0;
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Remaining_Zombies = Remaining_Zombies - 1;
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dogCount -= 1;
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play_sound_z(3);
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//Gotta' make sure we set it back down instead of glitching it up, yo'
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if(self.s_time > 0 && sounds_playing > 0)
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{
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sounds_playing --;
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self.s_time = 0;
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}
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if (rounds == dogRound)
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{
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if (!Remaining_Zombies)
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Spawn_Powerup(self.origin + '0 0 12', 1);
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}
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float r = random();
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// explode chance
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if (r < 0.75 || self.electro_targeted == true) {
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self.frame = 0;
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setmodel (self, "models/sprites/explosion.spr");
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sound (self, CHAN_VOICE, "sounds/weapons/grenade/explode.wav", 1, ATTN_NORM);
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dog_explodeanim();
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} else {
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dog_deathanim();
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}
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};
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void(entity where) spawn_a_dogB =
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{
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local entity sdog;//USED FOR WHAT TO SPAWN
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sdog = getFreeZombieEnt(self);
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if(sdog == world)
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{
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return;
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}
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sdog.origin = where.origin;
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sdog.frame = 0;
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sdog.target = where.target;
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sdog.solid = SOLID_CORPSE;
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sdog.movetype = MOVETYPE_WALK;
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setmodel(sdog, "models/ai/dog.mdl");
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sdog.hop_step = 0;
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sdog.gravity = 1.0;
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sdog.mins = '-8 -8 -32';//-16 16 -32
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sdog.maxs = '8 8 30';//16 16 40
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setsize (sdog, sdog.mins, sdog.maxs);
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if(pointcontents(sdog.origin - '0 0 36') == -2)
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{
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while(pointcontents (sdog.origin - '0 0 36') == -2)
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{
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sdog.origin = sdog.origin + '0 0 1';
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setorigin(sdog,sdog.origin );
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}
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}
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sdog.classname = "ai_dog";
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sdog.aistatus = "1";
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setorigin (sdog.goaldummy, '0 0 0');
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sdog.origin_z = sdog.origin_z + 1;
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sdog.takedamage = DAMAGE_YES;
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setorigin(sdog, sdog.origin);
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sdog.flags = sdog.flags | FL_PARTIALGROUND | FL_MONSTER;
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sdog.spawnflags = where.spawnflags;
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sdog.spawnflags = sdog.spawnflags | 1;
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sdog.ideal_yaw = sdog.angles_y;
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sdog.yaw_speed = 20;
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sdog.health = z_health;
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sdog.th_die = Dog_Death;
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sdog.th_walk = Dog_Walk_Setup;
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sdog.outside = FALSE;
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sdog.iszomb = 1;
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sdog.th_melee = dog_meleeanim;
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sdog.th_idle = dog_idleanim;
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sdog.th_diewunder = die_dog_wunder1;
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sdog.electro_targeted = 0;
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SetZombieWalk(sdog);
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sdog.walktype = 5;
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sdog.reload_delay = 30 + time;//save floats, equals respawn time.
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local entity old_self;
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old_self = self;
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self = sdog;
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//droptofloor();
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self.th_walk();
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self = old_self;
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};
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void() dogsprite_think =
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{
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self.frame++;
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if (self.frame >= 3)
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self.frame = 0;
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// suicide timer!
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if(self.ltime < time) {
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spawn_a_dogB(self.owner);
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remove(self);
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}
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self.nextthink = time + 0.05;
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}
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void(entity where) spawn_dog_lightning =
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{
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local entity tempe;
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local entity doglight;
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local entity dogsprite;
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// lightning model
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doglight = spawn();
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setmodel(doglight, "models/ai/dog_lightning.mdl");
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setorigin(doglight, where.origin - '0 0 20');
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tempe = self;
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self = doglight;
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dog_lightninganim();
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self = tempe;
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// lightning sprite
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dogsprite = spawn();
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setmodel(dogsprite, "models/sprites/lightning.spr");
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setorigin(dogsprite, where.origin);
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dogsprite.owner = where;
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dogsprite.think = dogsprite_think;
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dogsprite.nextthink = time + 0.05;
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dogsprite.ltime = time + 1.3; // we use ltime here to be out remove timer,
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// since using frames interrupts think()
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}
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float() spawn_a_dogA =
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{
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local float pcount;
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local entity thing, szombie;
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local float FAIL;
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FAIL = false;
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pcount = 0;
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szombie = getFreeZombieEnt(self);
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if(szombie == world || dogCount >= (2 * (player_count + 1)))
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{
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return 0;
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}
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lastspawn = find(lastspawn, classname, "spawn_dog");
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while (random() < 0.4)
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{
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lastspawn = find(lastspawn, classname, "spawn_dog");
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}
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while(lastspawn)
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{
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thing = findradius(lastspawn.origin, 60);
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while (thing)
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{
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pcount = 0;
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if (thing.classname == "ai_dog")
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{
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pcount = 1;
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break;
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}
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thing = thing.chain;
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}
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if (!pcount && random() < 0.6)
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{
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//spawn_a_dogB(lastspawn);
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spawn_dog_lightning(lastspawn);
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dogCount++;
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spawn_delay = time + 2;
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return true;
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}
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lastspawn = find(lastspawn, classname, "spawn_dog");
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}
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return 0; //no free locations fround
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};
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void() spawn_dog =
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{
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precache_model("models/ai/dog.mdl");
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precache_model("models/ai/dog_lightning.mdl");
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precache_model("models/sprites/lightning.spr");
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precache_model("models/sprites/explosion.spr");
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precache_sound("sounds/rounds/droundend.wav");
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precache_sound("sounds/rounds/droundstart.wav");
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setsize(self, '0 0 0', '0 0 0');
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if (self.spawnflags & INACTIVE)
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{
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if (cvar("developer"))
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setmodel(self, "models/player.mdl");
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self.classname = "spawn_dog_in";
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}
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else
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{
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if (cvar("developer"))
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setmodel(self, "models/ai/dog.mdl");
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self.classname = "spawn_dog";
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}
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self.solid = SOLID_NOT;
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}; |